Hard defines double agents and traitorchan to be possible since there were some indication that inheriting the var wasn't working right
When mulligan decides to quit the admins will get a blurb as to why it quit.
EXTENDED
TRAITOR
CHANGELING
DOUBLE AGENTS
TRAITORLING
based on the game probabilities set through the config.
The round will not convert if more than 30% of the players are dead (round immediatly ends) or if the shuttle is beyond the point of no return (the round ends normally).
Adds the CONTINIOUS_ROUND_BLOB config
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
This PR is intended to support #5283 .
- Traitor AIs, when set as a traitor, will be given a new internal radio
calibrated to hear and transmit to the encrypted syndicate frequency.
Since traitors can buy a headset key for getting the Syndicate Channel,
Traitor AIs can get one too, as they cannot purchase their own TC items.
uplink_welcome was actually used as a greeting text from uplinks, now they'll always show "Syndicate Uplink Console:". The removed strings weren't nothing important, actually, with the addition of the uplinks in cargo, you were able to metagame the ongoing gamemode.
Instead of being a flat 1% or 2% it will now use prob(100/ticker.minds.len) which will give it roughly the same chance as any crewmember would have of being targetted for assasination.
To allow for saner antagonist scaling at high-population while still accomodating low-population rounds.
The PR changes the formula to thus:
Antagonists = min ( population / (2* coeff ) + 2, population / coeff )
For traitor, this means
Traitors = min ( population / 10 + 2, population / 5 )
Maroon
-Maroon objectives are a variation of assassination, where preventing the escape of the person also counts as a success.
-Aprox. 30% of assasinations will be maroonings instead
-Disincentivizes players from staying behind on the station when the shuttle leaves simply because "it's more safe"
Destroy
-Basically an assasination objective where the AI is the target
-All traitors have a 1% of getting this objective. Changelings have 2% chance.
-Adds variety, counterplay between those who want to destroy the AI and save/restore/steal it
-It is entirely possible to get Destroy AI and Steal AI at the same time. While it would be difficult, it's still entirely possible to destroy your target and steal a different AI. The chances of getting both are very slim, however.
-Encourages restoring the AI over killing it wherever possible. Discourages AIs from cooperating with antagonists.
And there you go, my hamhanded attempts at some new objective types.
-Includes a much simpler solution to preventing latejoining exchangers
-Exchange objectives also support additional objectives now (ie if config.traitor_objectives_amount > 1)
-Exhange and hijacking objectives count towards the number of objectives (ie if config.traitor_objectives_amount > 1)
-If the number of antagonists is 2 less than the current cap, the next latejoiner will be guaranteed to get antagonist
-Reduced latejoin antag cap to (Number of joined players/ Scaling Coefficient)
This should result in a more controlled population of antagonists while still keeping it unpredictable for players in-game.
-Will no longer be assigned to latejoiners
-Objective description will report the other agent's real_name
-Objective description will report what job the other agent is
-Objective description will properly rename itself if the other agent is renamed (e.g. clowns, mimes)
-Explanation text made more noticeable
-Cleaned up the code a bit
-Will no longer be assigned to latejoiners
-Objective description will report the other agent's real_name
-Objective description will report what job the other agent is
-Objective description will properly rename itself if the other agent is renamed (e.g. clowns, mimes)
-Explanation text made more noticeable
-Cleaned up the code a bit